Wizard of High Sorcery

Description:
Each of the three Orders receives its powers from one of the three magic moons. Wizard of the White Robes gain poer from Solinari, Red Robes from Lunitari, and Black Robes from Nuitari.
Each Moon grants different schools of Sorcery and different spheres of Mysticism .
- A Wizard of the White Robes may choose three of the following schools of Sorcery and one of the spheres of Mysticism:
Aeromancy, Alteration, Divination, Electromancy, Enchantment, Mentalism, Pyromancy, Summoning, and Transmutation.
- A Wizard of the Red Robes may choose three of the following schools of Sorcery and one of the spheres of Mysticism:
Aeromancy, Alteration, Enchantment, Geomancy, Hydromancy, Pyromancy, Spectramancy, Summoning, and Transmutation.
- A Wizard of the Black Robes may choose three of the following schools of Sorcery and one of the spheres of Mysticism:
Alteration, Cryomancy, Divination, Enchantment, Mentalism, Necromancy, Pyromancy, Spiritualism, and Summoning.

Roleplaying:
Heroes must join the Order of High Sorcery appropriate to the aura of their Nature card .
A White robed wizard acts to promote Good and the cause of Good is his central concern.
White robed wizards often assists Good-related quests and causes, finding themselves allied with paladins, Good clerics, and Knights of Solamnia.
Wizards of the Red robes tread the delicate path of Neutrality.
Besides an ultimate loyalty to magic, a Red Robed wizard works to balance Good and Evil.
Wizards of the Black Robes embrace the cause of Evil. They may be cruel, but they are selfish and cunning, avoiding open acts of violence if a more subtle way can be found.

Those heroes with a Reason code of B wanting to become High Wizards must travel to the Tower of Wayreth to take the Test of High Sorcery. Failure means death. Once the hero has undergone the Test, he chooses which Order of High Sorcerey he will join and is considered a full wizard. He automatically increase their Reason code to "A".

Races allowed:
Human, Elf, Half Elf, Irda, Minotaur

Ability requirement:
Scores:
RE 6 min.
SP 6 min.
Codes:
RE B to be an apprentice
RE A to be a Wizard who has already passed the Test

Advantages:
They start with a combined Libram-Mantras book with a number of spells equal to their RE score recordet into it.

Disadvantages:
No physical scores higher than C.
Can only master spheres and schools granted by the Moon corresponding to their aura.

The Three Moons of Magic Each of the three Orders of High Sorcery receives its power from one of the three moons. Wizards of the White Robes gain power from Solinari, Red Robes from Lunitari, and Black Robes from Nuitari. Renegade wizards are not affected by the moons of magic, unless the Narrator deems otherwise.
The phase of a specific moon affects the magic of the appropriate Order: When a moon is in High Sanction (full), all spellcasting actions made by heroes of that moon's Order are considered trump. When the moon is either waxing or waning, spells are cast normally. When the moon is in Low Sanction (new), no spellcasting action made by heroes of that moon's Order can be trump.

Legal Disclaimer
The Dragonlance Fifth Age Saga game is copyright of Wizards of the Coast

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